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<blockquote data-quote="S'mon" data-source="post: 1125689" data-attributes="member: 463"><p>I would say you need to actually 'vague it up' and strictly AVOID rules adherence in this 'mythic age', if you want to use D&D at all. Let smiths make Weapons of Power because they're legendary smiths, not because they're arcane casters with the right feats. Have visions, dreams, mystic occurrences (Arthurian legend can be a good inspiration) and DON'T nail it all down in rules terms. For this setting more than any other the rules need to be a support not a straitjacket. Avoid too much min-maxing and number-crunching by either yourself or your players. Maybe use a Fate or Hero-point system to encourage dramatic play.</p><p>You want to avoid magic being mundane, while at the same time having powerful, epoch-making characters, so I'd suggest using the "no more than half a character's levels can be spellcaster levels" (so eg Wiz 10/Ftr 10 is ok, but not Wiz 20 or Wiz 10/Clr 10) or similar "for every level you take in a spellcaster class, you need to take a level in another class" (so Wiz 10/Clr 10 is ok, but not Wiz 20 or Clr 20).</p><p>If it's like the Silmarilion or most ancient-world mythologies, the gods should be close to the world, often found walking the world, and their power should not be much greater than the greatest mortals, so statting them out as 20th-level Templated NPCs would work, assuming there are no mortals over 20th. Of course defeating a god will merely banish them, not kill them permanently.</p></blockquote><p></p>
[QUOTE="S'mon, post: 1125689, member: 463"] I would say you need to actually 'vague it up' and strictly AVOID rules adherence in this 'mythic age', if you want to use D&D at all. Let smiths make Weapons of Power because they're legendary smiths, not because they're arcane casters with the right feats. Have visions, dreams, mystic occurrences (Arthurian legend can be a good inspiration) and DON'T nail it all down in rules terms. For this setting more than any other the rules need to be a support not a straitjacket. Avoid too much min-maxing and number-crunching by either yourself or your players. Maybe use a Fate or Hero-point system to encourage dramatic play. You want to avoid magic being mundane, while at the same time having powerful, epoch-making characters, so I'd suggest using the "no more than half a character's levels can be spellcaster levels" (so eg Wiz 10/Ftr 10 is ok, but not Wiz 20 or Wiz 10/Clr 10) or similar "for every level you take in a spellcaster class, you need to take a level in another class" (so Wiz 10/Clr 10 is ok, but not Wiz 20 or Clr 20). If it's like the Silmarilion or most ancient-world mythologies, the gods should be close to the world, often found walking the world, and their power should not be much greater than the greatest mortals, so statting them out as 20th-level Templated NPCs would work, assuming there are no mortals over 20th. Of course defeating a god will merely banish them, not kill them permanently. [/QUOTE]
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